Unreal Engine 4.17 Released!

Whether it is through games, linear media, or virtual reality, Unreal Engine 4.17 enables you to tell your own story. New tools, workflow enhancements, and performance optimizations make it easier than ever to develop and ship your project at the quality bar you expect and with the performance users demand. With new platform support and expanded feature sets, Unreal Engine delivers engaging experiences on any platform.

The new Composure compositing system and Image Plate plugin provide a powerful and flexible means of combining content rendered in realtime with live action footage. Numerous improvements to Sequencer continue to refine the workflow for creating cinematics and linear media.

Discover and load quests, heroes, or other game-specific content with the new Asset Management Framework. Query information about Assets at runtime in Blueprints using the Asset Registry's new Blueprint accessors.

Develop games for Microsoft's Xbox One X console as part of the platform improvements. Make your VR project a social experience using the new VR Spectator Screen support. On Android, we have improved several aspects on high end devices, and we continue the effort to reduce executable sizes even further.

In addition to hundreds of updates from Epic in this release, Unreal Engine 4.17 includes 90 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine 4.17:

Major Features

New: Sequencer Improvements

We have made a ton of functionality, stability, and usability improvements to Sequencer to make it as enjoyable to create your story as it is for users to experience it.

Auto-key

Auto-key has been simplified to be a single toggleable state in order to improve usability and clarity.

Sequencer Edits vs Level Edits

You can be confident in whether a change to a property will affect a single shot or propagate to other shots using a new toggle in Sequencer which helps you divide up your work. When Allow Sequencer Edits Only is enabled, any edits to properties will automatically create a track if it doesn't exist and/or a keyframe. These changes will be isolated to the particular shot you're working on and won't leak into others. When Allow Level Edits Only is enabled, you'll be editing default properties on objects. Properties that already have tracks in sequencer will be disabled in the details panel when you want to make global changes that affect all shots.

Minor Improvements

There are now Attenuation settings for audio sections attached to Actors.

You can specify attach and detach rules for attach sections.

We added cinematic options to the Level Sequence player.

We added Key Time to the Vector, Transform, Color key property editors.

There are now hotkeys to step to next/previous shot (Shift + Comma and Shift + Period).

Snap scrubbing to keys now allows scrubbing outside tolerance.

You can now activate realtime viewports when switching into Sequencer using a setting in Editor Preferences.

Bug Fixes

Fix - Autokey not saving the property value before creating a keyframe (needed to properly restore)

Sequencer World Outliner Integration

Sequencer is now more tightly-integrated with the World Outliner. The World Outliner shows which Level Sequences an Actor is bound in and displays Actors spawned by Sequencer so that you can access all Actors bound by Sequencer in one location.

Blending in Sequencer

It is now possible to blend sections in Sequencer together to create seamless transitions with ease. Blending is available for numeric properties in sequencer (2D/3D transforms, vectors, colors, floats etc).

All supported sections now gracefully blend together when overlapping to produce a single value that is applied to the object.

Overlapping sections on the same row will now automatically interpolate from one to the other over time where possible.

Animation tracks also automatically interpolate now

Many built-in easing functions are available as standard (linear, polynomial, exp ease in/out, etc). Alternatively, you can specify a curve asset or implement your own custom blend functions using the IMovieSceneEasingFunction interface (also available in BP).

Transform sections can now operate on any combination of channels without affecting the rest of the Transform (i.e., only Location and Rotation)

We als added new blend modes for blendable properties to allow for weighted absolute, relative and additive blending. This is particularly useful for animating properties relative to their starting value, or interpolating to/from absolute or relative space (i.e. interpolating into and out of a cutscene)

New: Composure Compositing Plugin (Early Access)

Following The Human Race GDC 2017 demo in partnership with The Mill and General Motors, Unreal Engine 4.17 includes the new Composure engine plugin: a C++ and Blueprint framework designed to make complex real time compositing pipelines with ease.

Binding mechanism between a Player Controller and a Texture Render Target 2D to replace the engine's default rendering pipeline by the project specific C++ or Blueprint implemented compositing pipeline output.

Projection matrix based motion blur support for scene captures for post move motion blur support in Composure.

Post process material domain and their alpha channel output support in the Blueprint canvas drawing API.

Showflag editing on scene capture in Blueprint editor.

New: Image Plate Actor and Sequencer Track (Experimental)

A new (experimental) Image Plate Actor enables display of frame-accurate image sequences in fullscreen when attached to a camera.

The accompanying track in Sequencer streams such images to any Texture property such as input of Blueprint or C++ implemented compositing pipeline, and is frame-accurate when playing back in Play In Editor or when creating burnouts. Both the Image Plate Actor and Sequencer track are part of the Image Plate plugin.

New: Global Shader Support For Plugins

You can now add new global shaders inside of Plugins and Projects! Taking advantage of changes made to the shader compiler and shader directory file structure, Plugins and Projects can provide their own Shaders. You can look at the LensDistortion plugin for a simple example (Engine/Plugins/Compositing/LensDistortion).

Notes:

Plugin and Project modules that have global shaders require use of the PostConfigInit loading phase.

Shader support in Plugins and Projects is still experimental.

Plugins and Projects can include other plugins' USH files in the Public directory freely. It is the responsibility of the Plugin author to handle inter-plugin dependencies correctly.

USF files should only be located in the Private directory.

All calls to IMPLEMENT_SHADER_TYPE, should now include the full path of the USF shader file (e.g. "/Engine/Private/Foo.usf" or “/Plugin/FooBar/Private/MyComputeShader.usf”).

C++ Generated files should be mapped within the /Engine/Generated/ virtual directory.

Shaders/ directory requires at least a Private/ or Public/ directory. The Generated/ directory should not exist.

Shader Directory File Structure

The shader files have been divided in a USF and a new USH file extension. The USH files are used for shader header files that do not contain a shader entry point and that should only be included by other shader files, whereas USF files would be the only non includable files that have the shader entry points.

Additionally, the shader files have been split under Public and Private folders. Just like with the engine's source code, the public API should be placed in files under a Public folder, while the implementations are placed in the Private folder.

Note: The shader API can have breaking changes between major releases of the engine.

New: Dependencies between plugins

Plugins can now declare dependencies on other plugins that the engine will use to automatically enable and load additional plugins they depend on. Dependencies can be listed in a .uplugin using with the same syntax as .uproject files.

New: Bent Normal Maps and Reflection Occlusion

Bent normals are an additional piece of information that can come when calculating ambient occlusion. AO is the % of rays shot in a hemisphere around a shading point that don't hit geometry. In other words the amount of ambient light that won't be occluded. We can also find the average direction of ambient light that is not occluded. For best quality and to match UE4's assumptions both of these maps should be calculated using cosine distribution in the package of your choice. Use this map in the material using the Bent Normal output node.

With this information we can do multiple things to improve indirect lighting. Bent normals are used with AO to improve diffuse indirect and make it look closer to GI. The bent normal is used for indirect lighting instead of the normal. We add some extra magic to allow detail normals to not disappear but otherwise the concept is the same. The biggest impact it tends to have is to reduce light leaking.

We also use this information in a powerful but less traditional way, for reflection occlusion. AO is occlusion for diffuse indirect light. Reflection occlusion is occlusion for specular indirect light. This works by intersecting the specular lobe with the visible cone or a cone representing the unoccluded part of the hemisphere described by the bent normal as the cone axis and the AO amount as the cone angle. This can reduce specular light leaking significantly, especially when SSR data is not available.

Finally we've added a multi-bounce approximation for occlusion. Instead of AO or reflection occlusion shadowing the first bounce we use an approximation of what many bounces will result in. Bright materials get less dark and colored materials get more saturated.

AO

Multi-bounce

New: Xbox One X Support

We have added initial support for developing games for Xbox One X!

Developing for Xbox One X does not require a separate build platform - compiling for Xbox One is sufficient and data cooked for Xbox One will also work on Xbox One X.

New: VR Spectator Screen Support for Oculus, Vive, and PSVR

Unreal Engine 4.17 brings Spectator Screen support to the Oculus and HTC Vive, and improves on the existing support for PSVR!

The Spectator Screen is the 'normal' output device connected to a VR device, usually a TV or a computer monitor. While one player uses the HMD, other people can observe or interact with the experience.

You can now draw any texture, including render targets or UI, to the Spectator Screen in addition to - or instead of - a view of what is being displayed in VR. A simple layout system is exposed to Blueprint. Most debug modes are now available on all platforms.

New: ARKit Support (Experimental)

We're happy to announce that Unreal Engine 4.17 provides an early, experimental version of ARKit support for iOS! This plugin is based on the work by the team at Wingnut, which was shown off on-stage at Apple's WWDC press conference. It allows developers to play around with the new feature set before the official support arrives from Apple in iOS 11 later this year.

Please note that this support should be considered Experimental, and the API and interfaces will change.

New: Asset Management Framework Production Ready

The Asset Manager - first introduced in 4.16 as an Early Access feature - now has Blueprint access and is ready for use in production! The Asset Manager is a global object that can be used to discover, load, and audit Maps and game-specific asset types in the editor or at runtime. It provides a framework to make it easier to create things like Quests, Weapons, or Heroes and load them on demand, and can also be used to set up cook and chunk rules when packaging and releasing your game. The Asset Manager tab in Project Settings can be used to set up the rules for your game:

Primary Asset Types that are scanned by the Asset Manager can be queried at runtime before they are loaded, and can then be asynchronously loaded on demand. To use the asset manager, call functions on the native UAssetManager class (which can be subclassed for your game), or call Blueprint functions in the Asset Manager category such as Async Load Primary Asset.

New: Asset Registry in Blueprints

The Asset Registry can now be used in Blueprints to quickly find information about assets!

New: Added Support for Async PhysX Cooking

Cooking of PhysX collision data can now be performed on a worker thread. This is useful if you are doing it at runtime. We have updated ProceduralMeshComponent to optionally make use of this feature. This allows us to cook multiple ProceduralMeshComponents in parallel and off the game thread, avoiding hitches at runtime.

New: Runtime PhysX Cooking Plugin with Mobile support

You can now turn runtime cooking of Physx collision data on and off via Plugin instead of an engine define/recompile on all platforms.

New: Physics optimizations

PhysX tasks are now batched together reducing overhead. This can be tuned with p.BatchPhysXTasksSize. Bigger batch sizes reduce per-task overhead at the cost of less parallelism. This tradeoff should be tuned based on other work done by your game.

New: Two Bone IK Improvements

You now have better control over joints controlled by Two Bone IK with the new 'AllowTwist' option that controls whether mid joints can twist. This can be especially useful for mechanical arm setups.

Allow Twist Disabled

Allow Twist Enabled

We also fixed the 'Maintain Effector Relative Rotation' option, and added a new 'Enable Debug Draw' option, as show below:

New: Make Dynamic Additive Node for Animation Blueprints

A new Make Dynamic Additive node in Animation Blueprints takes a base and target Pose as inputs and creates the additive pose during runtime. This can be especially useful when working with live performances, live motion capture, or other situations where animation data is being passed to Unreal Engine at runtime. It can also enable you to use a single Animation Sequence asset as an override or as an additive, saving memory on disk at the expense of a small runtime cost.

New: Live Editing of Animation Blueprints (Experimental)

Animation Blueprints can now be live edited and recompiled while playing in editor, enabling much faster iteration times.

When choosing an Animation Blueprint instance to debug in the level, the Animation Blueprint Editor viewport is now 'connected' to that instance and displays a mirror of the instance's animation state.

New: Clothing Tools (Experimental/Early Access)

Refactor of clothing paint tool framework to create a more extensible editor.

Changed clothing physics asset to reference instead of extract-once so it can be edited post-create with the clothing simulation correctly picking up the edits.

Clothing 'masks' support

Masks are a level of indirection away from directly painting on the clothing vertex parameters. This allows multiple masks to be defined and swapped between during development while testing different configurations.

Reworked tools framework for cloth painter

Added smooth clothing paint tool

Added fill clothing paint tool

Added clothing config edit panel to the clothing tab to avoid having to bounce back and forth from the 'Asset Details' tab.

New: Baking Pose When Removing Bones

You can now specify an Animated Pose to use for reskinning vertices in Skeletal Mesh LODs for which the original bones are removed, instead of weighting them to the closest Parent Bone.

New: Preview 'Additional Meshes' using CopyPose

In the Animation Tools, the 'Additional Meshes' feature for previewing modular meshes now uses the 'Copy Pose' node instead of 'MasterPose'. This means it can support meshes that do not share a Skeleton, and bones are copied by name, making it more flexible.

New: Folder Filters in Anim Asset Browser

The Animation Asset Browser can now filter its view based on a number of selected folders. The number of available filters is controlled by a setting in the Editor Preference.

New: Mesh Editor Materials and Sections Panel Improvements

The interface for editing Materials and Mesh Sections has been condensed to enable artists to be more productive when editing meshes. This change affects both the Static Mesh Editor and Skeletal Mesh Editor.

Material Slots 4.17

Material Slots 4.16

We also reduced scrolling by merging control of LODs into the same panel enabling artists to work on one LOD at a time and synchronising the edited LOD with the viewport LOD. This allows the user to always see the LOD that is being edited in the viewport.

New: Material Baking Improvements (Experimental)

We have added support for baking out Materials on StaticMesh instances. We also added support for baking out Materials on a Static Mesh or Skeletal Mesh Asset as an experimental feature.

New: VR Mode Camera Previews

Selecting a camera in a scene, or an Actor that contains a camera like a character, will now give you an in-world preview of what that camera sees. You can pin this preview just like the desktop camera preview, and move the panel around the world.

New: Stereo Layers Unified Across Platforms

All VR platforms now support Stereo Layers out-of-the-box through UE4's default, emulated implementation!

You can now use Stereo Layers agnostically across any platform, without worrying about functional differences between platforms for base functionality. Manufacturers that expose layers as a core concept of their API should be able to replace portions of that implementation with their API-specific implementations using the same interface.

Layer Draw Order

In order to provide similar behavior for Stereo Layer ordering on all platforms, we've changed face locked layers to always render on top of other layer position types regardless of priority. As face locked layers are often used for game UI, this is usually what you want. For platforms that did support it, it is possible to revert to the old behavior by setting the vr.StereoLayers.bMixLayerPriorities to 1.

New: Direct Multiview Support for Daydream

Direct multiview can now be used on the Daydream platform. Direct multiview works with the Daydream compositor to remove a full screen copy, which improves performance and reduces the memory overhead of the feature.

New: Google Tango Plugin for UE4 (Experimental)

Unreal Engine 4.17 includes early experimental support for the Google Tango project on Android. The plugin supports six axis motion tracking, area learning, environment reconstruction, and other Google Tango features.

Note: this support should be considered Experimental, and the API and interfaces may change in subsequent versions of the Engine.

New: UMG / Slate Clipping 2.0

Slate has a new clipping system that properly supports complex layered clipping quads with arbitrary transforms. Additionally widgets can now individually opt into clipping their children by default most do not.

There were some necessary changes in behavior that come with this improvement, you can read more about them in this forum post .

New: Blueprint Compilation Manager

A new Blueprint Compilation Manager has been implemented which reduces Blueprint compilation on load time 40-50%! Some long standing compilation bugs have also been addressed, such as an incorrect warning that would appear when a Blueprint had cast nodes to child types.

Note: You can disable the new Compilation Manager in the Project Settings if it causes issues with an existing project.

New: Blueprint Property Accessors

Native member variables can now make use of UProperty markup to be exposed to Blueprints via UFunction accessors, even if the property had been previously exposed directly using BlueprintReadOnly or BlueprintReadWrite markup.

New: Orphan Pins

A new Orphan Pin feature has been added to help avoid mysterious content breakage as the result of pin removals!

Any time a pin that is in use has been removed from a node, instead of that pin quietly vanishing, breaking all connections, the pin will now be retained as an Orphan, and an error - if it is connected - or a warning - if it is an input pin with a non-default value - will be emitted.

New: Sobol Blueprint and Material Nodes

We have added several nodes to generate point locations using the Sobol quasi-random sequence.

The Sobol sequence can generate points with a large number of independent dimensions. The Random Sobol Float Blueprint nodes gives the value for a single dimension. These can be combined together to create 2D or 3D distributions.

The Random Sobol Cell 2D Blueprint node places 2D Sobol points in cells of a 2D grid. This allows control over density by placing a different number of points in each cell. The Sobol material node provides the same 2D point locations as the Random Sobol 2D Blueprint node with a fixed 256x256 cell grid. This example places a varying number of trees in each cell, with a material on the ground that shows the cells and draws a dot under the first tree placed in each cell.

The Random Sobol Cell 3D Blueprint node does the same for 3D points in a 3D grid. This example places four spheres in each cell inside the pyramid.

The Temporal Sobol material node uses a different 2D Sobol sequence at each pixel, cycling through a different set of points each frame. This can be useful for effects that are designed to blend across multiple frames with Temporal Antialiasing

1 sample per pixel, no TAA

4 samples per pixel, no TAA

4 samples per pixel, with TAA

New: Texture-based Importance Sampling Blueprint nodes

Importance sampling places points according to a given density function. We have added Blueprint nodes to allow flexible 2D placement based using a texture to drive the placement. The Make Importance Texture Blueprint node processes the texture for use, and the Importance Sample Blueprint node gives point locations driven by the provided density.

Here are four examples placing spheres according to the luminance of four different textures. The first varies smoothly from dense in the center to less dense on the outside. The second is uniform in the center with a region that is less dense along the edge. The third is totally uniform for points inside the hexagon. The fourth is dense in the white rings and less dense in the red rings.

Below, eight light sources are placed based on the red and white target texture. Source size and color is proportional to the local density.

New: Android Toolchain and SDK Updates

The Android toolchain now supports NDK 14b with NDK 15 as experimental. Google Play Services was upgraded to 9.8.0 in this release along with the necessary Android support libraries.

Please let us know of any issues encountered with Gradle in this release; we intend to remove Ant support as it is no longer supported by Google.

New: Mobile executable size reduction on iOS and Android

For Android we have enabled the -ICF flag for android shipping builds. This saves around 5 MB from the Engine's .so size, changing from around 80 MB to approximately 75 MB. These are uncompressed sizes; when compressed inside the .apk file the difference is 24.8 MB vs 23.6 MB

For iOS we now disable exceptions for ObjectiveC by default, saving around 6.5 MB from the executable size. Optimized shipping builds change from 52 MB to 46 MB.14

We have also added the option to disable forced code inlining for iOS builds. This works best when combined with optimize for size, and can yield additional savings of around 2.5 MB, meaning an optimized for size shipping build changes from 45 MB to 37 MB.

Further mobile executable size reductions are coming in 4.18.

New: Mobile Separate Translucency

Translucent objects marked as "Mobile Separate Translucency" will be rendered separately after Bloom and Depth Of Field. This option can be found in Translucency section of Material Editor.

New: Added Unreal Audio support on several new platforms (Early Access)

The new Unreal Audio system now has support on Android, which includes improved performance and fixes to stuttering. We have also added support for PlayStation 4, Xbox One, iOS, and Mac OS. Please remember Unreal Audio is still in early access, and this may contain bugs, or may change in future releases.

New: Audio Streaming No Longer Experimental

Audio streaming support in Unreal Engine is no longer 'experimental', and contains a number of fixes in this release.

Release Notes

AI

Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)

Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is not set

Minor optimization to FAnimationRuntime::CreateMaskWeights. Since Parents are before Children, use that to speed up Mask Weight creation.

Batch Animation Compression fixes. - Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors. - Fixed uncompressed size calculation not taking into account scale component. - Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed. - Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression. - Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily.

Bug Fix:

Fixed additive pose blending on pose asset

Fixed on crash with pose asset retargeting

Fix various crashes when calling methods in USkeletalMeshSocket with no component specified

Animation Assets

Added mesh space additive support to Blendspace1D

Added ability to set montage section time directly via right click menu.

Added an event in USkeletalMeshComponent when the animation instance is initialized

UAnimMontages now get one slot by default on construction.

Removed UID from smart name serialization to help with non-deterministic animation cooking

Fixes for deterministic cooking of animations

Make sure curve names have been validated before building compressed data

Tools

This change also allows to create custom asset that defines the preview

You can create class that implement UInterface and derive from DataAsset

This asset can be created in editor when needed

You can pick these assets in the "Additional Mesh Section" to preview multiple meshes together.

Example is to create customization options in that asset, and returns the list of meshes together, it will use copy pose to follow the base preview mesh.

You still need preview mesh which is animate based on the system, but these ADDITIONAL MESHES will follow the preview mesh transform

Add anim list to details panel for BlendSpace

Improved Bake Pose feature to also function without Simplygon

Added folder filters to anim asset browser

Made animation notify tracks renamable.

Moved "New Sync Marker" menu entry out of new notify sub menu and into the main notify track context menu

Fixed an issue where previewing blend spaces did not work if the grid was not focused

Updated the SkeletalMesh editor to support focusing on individual sections of a mesh when the focus key is pressed.

Added vertex color show menu option for skeletal meshes

This is an elaborated preview customization option

If you have DataAsset that implements IPreviewCollectionInterface, with a function, virtual void GetPreviewSkeletalMeshes(TArray<USkeletalMesh*>& OutList) const, it will allow you to pick those assets in the Additional Mesh section

Make sure to turn on bAllowPreviewMeshCollectionsToSelectFromDifferentSkeletons

This creates each component and allow them to copy pose from base mesh

This additional meshes don't have to share same skeleton

Improved the details customization of alpha scale bias.

Audio attenuation is now applied in animation editors.

When changing the preview mesh in an animation asset, the change is now temporary and needs to be committed if it needs to be saved

Selection of 'current' asset now opens that asset in the animation asset shortcut bar (top-right toolbar).

Added SoundClassObject to the asset registry searchable data for sound assets, to make it easier to track down volume/muting bugs when assets have the wrong sound class set (Note: Assets will need to be resaved before this data will show up for unloaded assets (loaded assets should work immediately))

No longer forcing pending decodes to ensure completed on shutdown in audio mixer.

Changed to using tasks from task manager vs using Async.h futures in audio mixer decodes.

Automation - The system now waits for the asset registry to finish loading assets before running tests.

Automation - Fixing some delay screenshot code in the Screenshot Functional Test Actor that was preventing the delay from having any effect.

Blueprints

Native member variables can now make use of uproperty markup to be exposed to Blueprints via ufunction accessors even if the property had been previously exposed directly using BlueprintReadOnly or BlueprintReadWrite markup.

Added "Importance Texture" Blueprint nodes to place objects according to a density texture.

To help avoid mysterious content breakage as the result of pin removals a new Orphan Pin feature has been added. Any time a pin that is in use has been removed from a node, instead of that pin quietly vanishing, breaking all connections, the pin will now be retained as an Orphan, and an error (if it is connected) or a warning (if it is an input pin with a non-default value) will be emitted.

Added new "Sobol" Blueprint nodes for placing objects in 2D or 3D according to the Sobol distribution.

Find References can now be used which right clicking on components in the component tree.

The Resolve Asset ID node is now called Resolve Soft Reference and can now also be used to convert from normal hard references to Soft References.Add == and IsValid for Soft Reference and Soft Class Reference

Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them

Added support for drag-dropping a function from My Blueprints directly onto a pin, which performs the same action as if they had been picked from the menu after dragging off of that pin

Added support for drag-dropping from the palette onto a pin, which behaves the same as if you'd dragged off of the pin and picked the palette entry from the context menu (wiring the two nodes together if possible)

Added a search bar to the components tree in Blueprints.

Changing default values for functions/macros will correctly update any existing calls, if the parameters were still set to their initial default value. If an instance had already been broken by a resave, it can be fixed by using the new "Reset to default value" option when right clicking a pin

Change Blueprint function/macro inputs to use the Pin Default Value UI instead of a default text field. This allows setting Enum default values correctly. Types that do not have Pin UI will not be available to modify, previously you could set them but they would not work properly.

Improved Input BP library node display names

The intermediate plugin generated by Blueprint nativization is now easily included in your Visual Studio project - making it easier to debug.

Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.

Improved exposure of input settings and binding to Blueprint.

Exposed static mesh material accessors to Blueprints

Expose FVector2D / FVector2D to Blueprints

Native properties that are not exposed to Blueprints will now emit a warning when used as a Get in a Blueprint. In a future release this will be upgraded to an error.Properties defined in a Blueprint but marked private will now provide a warning when used in an invalid context. In a future release this will be upgraded to an error.

Renamed UEdGraph::CreateBlankNode to CreateIntermediateNode Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode

When setting the type of an Object variable in Blueprints, renamed AssetID to SoftObjectReference and AssetClassId to SoftClassReference. The native names are still AssetPtr and AssetSubClassOf but they will change in 4.18 to better match the Blueprint names

Non-Blueprint type structs can no longer be made/broken Non-Blueprint visible properties in structs will no longer have pins created for them

Added "sine" as a search keyword to the DegSin and DegAsin UFunctions, for consistency with their radian-based counterparts Sin and Asin.

Added comments to AppendTags and AppendMatchingTags so it's easier to find the functions if you're looking for functions based on set theory (Union, Intersection, etc.).

Improved the details panel customization for optional pin nodes like Struct Member Get/Set

The category, raw name, and tooltip of the property are searchable / filterable

The tooltip of the underlying property is now displayed when hovering over the property name

Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page

Display instead of nothing for Pins with blank display name in the Blueprint compiler log.

During Blueprint compilation messages can now be stored off in the compiler log during early parts of validation and then committed to the log later (for example once pruning is completed).

FKismetCompilerContext now has OnPreCompile and OnPostCompile delegates to allow external systems to get notified and react.

Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded Blueprints

Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used

Fixed loss of default values in a Blueprint's subobjects when the parent Blueprint was also being regenerated

Assets that are only referenced by pins inside active Blueprints will now correctly be garbage collected. This means that if you use LoadAsset to load something and do not store it for future usage, it will no longer stay in memory forever until the loading Blueprint is destroyed.

Fix several issues where Blueprint Local Variable values were being reset to default incorrectly. They should now only reset when the type is changed.

LoadAssetClass nodes in macros now cook deterministically

Fix several issues with Select Blueprint nodes not properly updating when changing pin connections or defaults

Moved Blueprint-nativized User-Defined Struct implementations into its own generated .cpp file in order to avoid circular header file dependencies at C++ compile time.

Client only Blueprint data is correctly loaded when running the editor with the -server flag

When dragging multiple assets into the components tab create them as sibling components, not nested in a child/parent relationship.

Fix Blueprint string-to-text functions to properly be culturally invariant, if you want translated text you should be using Text variables directly. Also updated the transform-to-text output to match the comment

Maps and set pins created by splitting a struct pin now display correctly.

Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.

Fixed a crash that could occur when using the CookOnTheFly server with Blueprints that share struct dependencies.

Fixed a bug that could cause stale Blueprint script to be ran for instances in hidden sub-levels.

Fixed a bug that caused a Blueprint compile error when using enum literals with maps or sets.

Fixed a crash that could occur when a level Blueprint was auto-saved.

Fixed a bug that prevented you from having local Blueprint struct variables that contained a map or set.

Fixed minor log spam when compiling a Blueprint function with a local TSet/TMap variable.

Fixed broken pin wires after an Expand Node operation.

Blueprint Diffing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)

Fix a bug where a Blueprint struct could lose its defaults after restarting the editor.

Blueprints loaded as the result of a 'Diff' operation are now properly compiled on load - just as if they were loaded via the content browser

Fixed a blocking error that could occur when building a project with Blueprint nativization. If no Blueprints were nativized, we don't try to build the generated plugin.

Fixed a bug that allowed Blueprint users to mark Object variables as config properties (could later cause an error in Blueprint nativization).

Fixed a bug that could cause a nativization compiler error when using a class array in Blueprints that was originally defined as an array of TSubclassOf pointers.

Fix it so the Load Asset node can be correctly used with the pin drop down instead of forcing you to connect a pin. It also now has a pass through execution pin like other async tasks that can take a long time

Fix it so Local Blueprint Variables correctly handle when referenced assets are renamed

Fixed source of occasional editor crashes that could occur in the Blueprint editor while rebuilding the context menu from the action registry.

Fixed a C++ compilation failure during packaging that would result when nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.

LatentGameplayTask nodes can now have default values for complex types (e.g. LinearColor)

Fixed read-only context-menu palette items showing up as grayed out

Blueprint compiler log now correctly appears on Blueprint editor startup when the log contains warnings or errors. There is no need to recompile to see errors any more.

Fixed potential data loss on load for circularly dependent Blueprints with more than two levels of inheritance (e.g. values would revert to a Blueprint's Parent's Parent values, instead of matching the Blueprint's immediate Parent)

Fixed an Event-Driven Loader assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the Blueprint class defaults property editor.

Changed the warning for calling editor-only UFunction to an error during Blueprint compilation

Removed an unnecessary ensure() after pasting an Event node.

Fixing name of pins for AimOffset nodes set by pin.

Checks connected pin that AimOffsets use in Blueprints for their name and value.

Fixed a crash UKismetRenderingLibrary::DrawMaterialToRenderTarget caused by passing a local FName to a lambda by reference instead of by value. Lambda was executed after the local variable was deleted causing a crash.

The 'const' function flag will now propagate from an Interface Blueprint to all implementing Blueprint classes.

Fix it so modifying the Game Mode Blueprint from project settings will now work properly even without manually compiling or restarting the editor

Don't show default value or pass by reference for exec pins in macro input properties.

Fixed crashes caused by undo/redo of member removal in a user defined struct when a Blueprint node has that struct pin split.

Fix potential crash with the String Mid Blueprint function

Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)

Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places

Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item

Fixed a regression where the duration of compilation message was not being printed to the output log

Fixed crash that could occur when changing a structure used in a Blueprint Map variable (e.g. as a Key or Value)

Fixed bug where child Blueprint with inherited child actor component could end up with child actor class being null but child actor template being non-null.

Fixed a bug where error messages would compound when a node was reconstructedFixed a bug where signature checking in event nodes didn't handle split pins correctly, causing a bogus message if any pins were split Fixed a bug where UK2Node_Event::IsFunctionEntryCompatible wasn't consistently looking at the delegate pin name

Fix rare crash in RefreshStandAloneDefaultsEditor when the Blueprint Editor is opened while Blueprint had errors in it

Prevent issues with renaming event dispatchers to contain periods where they could no longer be renamed or deleted (note: periods will not be allowed in new names in the future)

This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'

These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject

Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS

Fix crash undoing copy of Blueprint nodes in a level script containing a literal actor reference to an actor in another map.

Fixed undo for "Index" pin type changes on Blueprint graph nodes.

Blueprint calls to Timespan From functions will no longer crash when passed very large values.

Fix crash when using gameplay tag as key for a Blueprint map variable.

Fix crash when undoing a default subobject class change in a Blueprint

Fix Blueprint nodes loaded after a change to a user defined enum not updating to reflect undo/redo of those changes.

We now prevent "Construct Object From Class" Blueprint nodes from compiling if the selected class does not include 'BlueprintType' in its inheritance hierarchy. This was the originally-intended behavior.

Fixed a potential crash when changing a ChildActor component's 'ChildActorClass' default value on a Blueprint that also sets 'ChildActorClass' via a "Set Child Actor Class" function call node in the Construction Script.

Fix crash when calling Blueprint functions that have UStruct parameters with WITH_EDITORONLY_DATA members

Fixed issue where the asset drag-drop tooltip always showed a no/invalid icon when dragging over the graph.

Fixed a Blueprint nativization issue in which project packaging would fail to build the staged EXE with a nativized Blueprint class containing a UInterfaceProperty.

Undo of Copy Signature action for event dispatchers now works correctly.

Connecting a set or map to an expose on spawn pin no longer results in a compile error.

Fix crash when changing the Value type of a Map property

Fixed crash calling OnRemoveExecutionPin on an invalid pin.

Fixed infinite loop/stack crash that would occur if a series of reroute nodes were formed in to a loop.

No longer able to remove a member of a struct's split pin on Make Array or Commutative Binary Operator Nodes.

Fix issues where removing the wrong pin from a Switch Blueprint node could corrupt data

Switch node default pin once again correctly appears as an exec output.

Switch string nodes are now validated that all cases are unique.

Fix Switch On Gameplay Tag Container node to work properly

Core

Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on the ResavePackages commandlet. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages.

AssetPtr and AssetSubclassOf can now be used with config Properties

Fix several issues with cooking StringAssetReferences and TAssetPtrs. FStringAssetReferenceSerializationScope can be used to override rather those references should be cooked or are editor only.

Changed UClass::ClassFlags to be of type EClassFlags for improved type safety

Marked TNumericLimits as constexpr so they can be used in static asserts

Several improvements to FAssetData and AssetRegistry memory usage, memory should be reduced by several MB in large cooked games:

FAssetData::TagsAndValues was converted to use the more memory efficient TSortedMap structure, and will not be created if there are no tags

Added bFilterAssetDataWithNoTags option to the [AssetRegistry] ini section, if set it will reduce cooked memory usage by not saving AssetData that has no tags defined

Asset Registry memory usage is now included in the MemReport output

Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory but will be slow for large maps and it has no UProperty support Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it

Added both a black and whitelist to plugin descriptor files that lets you exclude a plugin from certain targets (client, server, etc.).

Added a feature where plugins included in a project through the .uproject's 'AdditionalPluginDirectories' list automatically get included in the generated code project (for Visual Studio, etc.).

Specifying properties as BlueprintReadWrite or BlueprintReadOnly in a non-BlueprintType is now an Unreal Header Tool error.

Unreal Header Tool will now report multiple less critical errors in a single compile rather than aborting on the first error.

Removing PPF_Localized as it's an old UE3-ism that's no longer tested anywhere.

Add AES and RSA encryption keys to the list of config fields that get stripped from ini files when staging When creating a pak file, do a filtered copy of all ini files to a temp directory so that all confidential fields can be stripped. Equivalent behaviour to staging a loose file distribution

Added C++14 operator delete overloads with size.

Rewrote ARRAY_COUNT to allow it to work with zero-sized arrays in Clang.

Updated apple platform atomics with a new clang version which is intended to be shared among all clang platforms.

Simplified and reworked lock free lists and the task graph bringing all platforms under the same scheme.

Changed UnrealHeaderTool to generate code per-header instead of per-module, in order to better take advantage of IWYU.

Optimized TBitArray::RemoveAt() in the case when all removed bits are at the end of the array. Optimized TBitArray::RemoveAtSwap(). Added a check for negative counts passed to TBitArray::RemoveAt() and TBitArray::RemoveAtSwap().

Moved InitPropertiesFromCustomList to UBlueprintGeneratedClass and made it thread safe

Added comments to DestructItem and DestructItems to clarify that they do not perform dynamic dispatch.

Simple threaded CSV Profiler To capture a CSV: - On the commandline, add -csvCaptureFrames=N to capture N frames from startup - On the console, use csvprofile start, csvprofile stop or csvprofile frames=N to capture a fixed number of frames - Instrument with CSV_SCOPED_STAT(statname), CSV_CUSTOM_STAT(statname,value). CSV capture is enabled in all builds except shipping. This change does not include any instrumentation of code, although basic unit stats are output.

Implements FDebug::DumpStackTraceToLog() printf debugging utility.

Iterative cooking (enabled via passing -iterate to cook commandlet or enabling "Iterative cooking for builds launched from the editor") now uses the Asset Registry and should be significantly faster than before. The old timestamp and file hash method have been removed. Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking

UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game

Modules - The module manager no longer returns sharedptrs to IModuleInterfaces, this was the source of rare hard to track down crashes due to a shared ptr reference leak when GetModule was called on non-main threads. We now store a TUniquePtr internally, and only lease out raw pointers.

PR #3622: Log category code cleanup (Contributed by projectgheist)

Removed AsyncIOBandwidthLimit as it was no longer being used by anything.

Added controller pairing changed delegate to core delegates

Added "AddReferencedObjects" to FScriptInterface, much like FSlateBrush has, in order to make it possible to use this type outside of a property (via FGCObject).

More named events for profiling

FAnalyticsEventAttribute now uses Lex::ToString() to convert the key name.

Added AppendAnalyticsEventAttributeArray() to efficiently append to an existing array.

Implemented Lex::ToSanitizedString for double.

Made Lex::ToSanitizedString an overload instead of a specialization.

﻿Added comments to specify that Lex::ToString just needs to return something implicitly convertible to FString.

Added new API FPlatformMisc::GetOSVersion() that returns a string representing the raw OS version info.

Added FGenericPlatformHttp::GetDefaultUserAgent() and tweaked all HTTP implementations to use a consistent User-Agent string.

Added IFileHandle::Flush() support

UnrealBuildTool: Improved the wording in the error message printed when a file in an include-what-you-use module has the wrong header as the first include

Core - Adding a frame cached value struct TFrameValue that keeps a value as valid for one GFrameCounter, which is incremented once an engine tick.

Removed private_subobject macro which was a temporary measure to make all subobjects private without breaking game code.

Added malloc proxy that allows capture and replay malloc/free callstream with a different malloc for comparison.

Removed FPackageFileSummary's AdditionalPackagesToCook array as it was not used by anything. This should reduce the package header size considerably for levels with many streaming sublevels.

Optimized FStatMessagesArray iteration.

Added a new sorting algorithm called Algo::IntroSort that performs an introspective sort. It starts with quick sort and switches to heap sort when the iteration depth is too big. It improves the sorting speed in some scenarios where quick sort is in its worst case.

Added TReversePredicate to invoke Predicate(B, A) when calling algorithms with a predicate.

Added support for linking with a module-definition (.def) file in Unreal Build Tool.

Improved the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)

Made the max package file header size configurable via ini file ([/Script/Engine.StreamingSettings] s.MaxPackageSummarySize=65536) so that in rare cases (hundreds of streaming sub-levels) the user can easily make their levels load in the editor without crashing

Change pending delete data structure for editor, and more specifically the cooker. Render resources can accumulate for hours in the cooker.

Fixed: -iterativedeploy option is no longer ignored by UAT

Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.) OnRep verification errors are now "warnings" and will all be reported rather than a single one being fatal.OnRep verification warnings now correctly identify the line they occur on.

Fix issue where SerializingProperty on FArchive was not correctly updated when serializing Arrays and other containers.

Fix issue where assets loaded by StreamableManager would take 2 full GC cycles to free if there were no longer any references to them, it will now take 1 cycle in most cases

Fix issue where FStreamableManager would never try to load an asset once it had failed once. This would cause problems with mounting pak files after initial startup

Fix issues where the cooked AssetRegistry Tag white/blacklist was not working properly with Blueprint classes

Several fixes to command line processing for the run part of the BuildCookRun UAT script, and -ClientCmdLine can now be used to explicitly set the client command line instead of implying 127.0.0.1 as the URL to launch

Instanced nested subobjects no longer get reset to default when edited in the components detail panel.

Made GMalloc creation thread safe (fixes rare crashes on Mac).

Fixed overlapping ranges being passed to memcpy().

Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator

Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds

Fixed a crash when using an invalid regex pattern

Fixed FastXML not loading XML files with attributes delimited by single quote characters

Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file

Fixed a crash in UnrealHeaderTool when you have a space between the UCLASS or UINTERFACE macro and the opening parenthesis.

Fixed some duplicate log categories.

Make FWindowsPlatformProcess::ApplicationSettingsDir() consistent with other path functions so that it only returns "/" path separators rather than a mix of "/" and "\".

Fixed linker warning formatting that was throwing warnings when cooking.

Non-ASCII characters in console command HTML help are no longer converted to "?".

Added more lock free links to support huge cooks.

Fixed a recurring stats crash.

Fixed attempts to load compiled in packages, which produces warnings and is slow.

When adding objects to clusters after these clusters have been created it's possible to come across objects that are already in the cluster we're adding the object to so instead of crashing, allow it.

UObject can be added to GC cluster only if all of its Outers can also be added to it. This fixes asserts caused by components that are added to GC clusters even if their owner actors that can't be in GC clusters.

The editor will now collect garbage after a map is loaded to make sure any stale components or other objects that are no longer needed are destroyed. This is to make sure that these components are not resurrected by other editor operations like duplication.

Fixed null dereference of LineBatcher when using DrawDebugSphere and DrawDebugAltCone

Fixed a potential deadlock caused by a race condition when using FMallocVerifyProxy with FMallocBinned

Fixed parameter parsing so that arguments are not parsed if not preceded by a whitespace (for example "-Log" was parsed in "TM-Log")

Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script.

Exposed source control helpers methods to script

AssetTools has been converted to a UObject interface and its methods have been exposed to to script.

Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)

Fixed plugin browser auto-resizing when scrolling.

Added a way to enable or disable the component transform units display in the editor preferences. Units display is now disabled by default.

Improved the import speed for morph targets by only recomputing the affected vertices.

Fixed an issue when importing morph targets where some import settings where ignored and could result in incorrect deltas.

UGS: You can now configure UnrealGameSync to filter out arbitrary changelists based on their description. The default filters (see Engine/Programs/UnrealGameSync/UnrealGameSync.ini) exclude changelists which modify collections.

UGS: Now only polls for updated versions every 5 minutes, and newly submitted changes every 60 seconds, to reduce the load on the Perforce server.

UnrealGameSync: Added support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, as +ContentBadges=BadgeName.

Exposed new methods of adding a struct to a details panel and have it work properly with customizations.

Property Editor: Added objects to FPropertyAndParent.

MemoryProfiler2 - Add mprof filename into title bar after opening

Added basic material hookup to USD. Similar to FBX it will find materials based on rules specified by the user in the import settings

Make curve tables create temporary CSV files to use during diffs. This matches the current behaviour of data tables.

Changed FEnvDirection Text to display "From: {LineFrom} To: {LineTo}" instead of "{LineFrom} - {LineTo}", because the latter was confusing since a direction is normally defined (in vector math) as To - From.

Click a Hyperlinked Asset in a log window will now attempt to open the editor for it.

UnrealGameSync: Changes related to managing collections are now filtered out by default.

Add "Reset Material Slot" fbx option when doing a re-import with the import dialog option. There is now an editor preference option to show the fbx import dialog when doing a re-import to allow the user to use the new "Reset Material Slot" option.

Moved editor performance settings out of per-project settings so they can be shared across projects

Exposed the asset registry to Blueprints and script. Works in editor scripts and runtime scripts

UnrealGameSync: Added support for multiple tabs. Each tab can monitor changes in a separate workspace, and scheduled syncs will run for all open tabs.

Fixed Environment Query System Test details to correctly hide all filter/score properties when scoring/filtering only (respectively).

EQSNormalizationType tooltips will now show up correctly based on which type is chosen in a drop-down. (Previously the tooltip for "Absolute" was erroneosly showing up for "RelativeToScores", while a general description was showing up for "Absolute".)

Object and Struct properties marked as AssetRegistrySearchable will no longer be visible in the Content Browser

Fixing morph target smooth group support. This also has improve the morph target import time.

Fix crash Crash when Selecting Actor in the World Outliner That is Using ColorGradingMode

Editor crash when opening a project that includes a plugin with more than two custom volume classes.

Content Browser

Implemented support for hiding empty folders in the Content Browser

"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that were created or have contained content at any point during the current editing session are always shown.

This also fixes some places where the content filters would miss certain folders, and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.

Re-organized some of the "View Options" settings into better groups, and fixed some places where items would still be shown in the asset view when some certain content filter options were disabled.

Improved the display of asset tags in the Content Browser

Numeric tags are now displayed pretty printed.

Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).

Dimensional tags are now split and each part pretty printed.

Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.

The column view now shows the same display values as the tooltips do.

The tooltip now uses the tag meta-data display name (if set).

The tag meta-data display name can now be used as an alias in the Content Browser search.

Assets and folders can now be drag-dropped at the same time in the Content Browser.

Content Browser search now takes the display names of properties into account

Fixed a crash that could occur due to bad data in the asset registry

Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder

Fixed some cases where folders wouldn't be removed from the Content Browser when deleting them

Fixed moving a folder containing a level not moving the level

Fixed thumbnails getting much darker with forward shading enabled

Fix engine hang when editing an instanced property that may reference BP classes.

Cooker

Cooker output lines containing the strings "Error:" or "Warning:" are now highlighted as red and yellow in the output log.

ResavePackages commandlet can now buildtexturestreaming while rebuildlightmaps

Foliage

The instance buffer is now updating partially instead of being recreate every time there was a change, this was done to improve performance with a lot of painted foliage instances.

Landscape

Landscape info map transactional state is based on its world's transactional state

Fixed a lighting crash when working with non square landscape

Material Editor

Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset.

Material parameter group dropdown now sorts alphabetically.

You can now set sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, it falls back to alphabetical sort. Default sort priority is 0, and other priorities can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.

Fixed a pivot painter 2 NAN error.

Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph.

Fixed an issue where the material editor stats and error animations would stop updating.

Sequencer

Sequencer: Show sequencer spawnables in the world outliner and add the icon overlay for spawnables.

Sequencer: Auto key refactor. Auto key now creates a key only when the property changes and there's an existing track with at least one keyframe.

Sequencer: Added outliner column to show the level sequences that an actor is bound to.

It is now possible to blend between values for numeric types (int, float, transform etc), and add entry/exit easing to sections

New Absolute/Relative/Additive section types allow specific control of object values (such as relative actor transforms, or blending between relative and absolute space)

This has particular application for UMG widgets, or blending in and out of cutscenes.

Sequencer: Show camera shake/anim track menus even if there aren't any assets.

Sequencer: Added JumpToPosition() function which updates to a position in a scrubbing state.

Changed level sequence object references to always use a package and object path based lookup

Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)

Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)

Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.

Sequencer: Added Scrub() function to movie scene player.

Sequencer: Load level sequence asynchronously.

Sequencer: Added cinematic options to level sequence player.

Sequencer: Added GoToEndAndStop() function to the movie scene player.

Sequencer: Added attach/detach rules for attach section.

Sequencer: Added attenuation settings for attached audio components.

Sequencer: Added OnMovieSceneBindingsChanged() delegate.

Sequencer: Fixed spawnables not getting removed when deleting a shot or subscene.

This plugin is a stop-gap solution until fully fledged support is introduced with 'Media Framework 3.0'

Sequencer track can stream image sequences from disk onto UTexture properties that are exposed to cinematics

Sequencer: Fixed crash on export if there's no shot data.

Sequencer: Fixed bindings not immediately displaying as unbound.

Sequencer: Fixed sequencer spawnables not always appearing by spawning them consistently in the persistent level.

Sequencer: Fixed offsets when moving multiple sections.

Sequencer: Fixed components not getting reassigned to the new actor when assigning a bound actor.

Sequencer: Fixed fov not getting reset when done playing.

Sequencer: Fixed components not getting deselected from the sequencer tree view when they get deselected in the viewport/outliner.

Sequencer: Fixed filtering in the sequencer tree so that it includes parent nodes only and doesn't recurse through to add their children.

Sequencer: Fixed transport controls not appearing in newly created viewports.

Sequencer: Fixed spawnables marking the level as dirtied.

Sequencer: Fixed sequences not evaluating to the end when setting the playback position to the end of a sequence while playing.

Sequencer: Set component velocity for attached objects.

Sequencer: Fixed crash on selecting keyframes in the viewport.

Sequencer: Fixed a bug where the default state of a spawnable doesn't get saved after editing.

Sequencer: Changed OnEditStructChildContentsChanged to use FObjectWriter instead of FMemoryWriter which supports serializing UObjects. This fixes a crash when adding actor array elements to a user defined event struct.

Sequencer: Snap play time to keys now allows scrubbing between keys and snaps to key times within a certain screenspace tolerance.

Sequencer: Fixed audio not stopping and restarting when playback is looped.

Sequencer: Fixed scene component visibility so that it operates with the visibility track for actors.

Sequencer: Fixed crash when deactivating a section in sequencer.

Changed evaluation groups to always flush implicitly

This fixes an issue where events set in the PostEvaluation stage were executed before blended token actuation

Source Control

PR #2457: Add .gitdeps.xml-files for plugins support (Contributed by bozaro)

Fixed an ensure firing when checking in via SVN

Static Mesh Editor

Better highlighting of selected UV edges in the static mesh editor

VR-Editor

Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport that enables you to see the camera's perspective. You can pin this just like the preview in the desktop mode viewport.

Add generic VR Mode debug command "VREd.ToggleDebugMode"

Keyboard shortcut for entering/leaving VR Mode is now Alt+V

creating a plugin in a C++ project does not open a second instance of Visual Studio.

Use correct assets for end and begin of motion controller spline meshes.

World Outliner

Scene Outliner: Added the ability to set default columns in a scene outliner.

Gameplay Framework

The Asset Management Framework introduced in 4.16 is now ready for production use. Many bugs were fixed and features were added, and there is a suite of Blueprint functions available in the Asset Manager category.

Added the ability for components to be hidden from specific players through their PlayerController.

Added UWorld::GetGameInstance and UWorld::GetGameInstanceChecked wrappers to get a typed subclass of UGameInstance

Engine - Adding an OnStart to UGameInstance that is called for both StartPIEGameInstance and StartGameInstance.

Added the ability to suppress warnings when using on-screen log warning/error display (DurationOfErrorsAndWarningsOnHUD > 0) by setting Engine.SupressWarningsInOnScreenDisplay to 1

Added GAMEPLAYABILITIES_API to all Ability Tasks

Add DLL export to ALevelStreamingVolume methods

Marked ULevelStreaming::GetWorldAssetPackageFName as BlueprintCallable so instanced levels can be unloaded

Paper2D: Allowed specifying additional textures on tile sets that can be used by materials in the same way as regular Paper2D sprites

Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses. The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:

ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully

LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully

Assert: Asserts, the calling code is not expecting to handle a failure gracefully

Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call patterns

Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert

Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)

Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread

The typical recommended call pattern is to use something like the following, which will gracefully handle the failure case but requests a log message (with BP call stack printed out) if it failed:

if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull)) { ... Do something with World }

Removed the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)

Optimized Physics PreFilter to avoid call to virtual getSimulationFilterData() to only use it when needed if we actually have items in the IgnoreComponents list (which is rare).

After copying and pasting a child actor component the child actor template is no longer uneditable.

USceneComponent ComponentToWorld has been fully encapsulated to ensure access of the transform does not occur prior to the population of the world transform from the relative transforms and parent transforms.

Calling SetClass on a ChildActorComponent at runtime no longer fails and results in no child actor.

TickableGameObjects that return IsTickableInEditor false no longer in editor worlds.

Actors that were initialized and then removed by hiding a streaming level before the world has begun play, now correctly get uninitialized.

Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.

Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.

Fixed code to detect cycles in parallel tick sorting.

Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled.

Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing

DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.

FLocalPlayerContext::IsValid now also checks that the player controller has a player set.

Removed unused function FPhysicsFilterBuilder::SetExtraFiltering(). It was also incorrect.

Cleaned up collision FMaskFilter usage to be able to cleanly change the number of bits it uses.

Prevent fighting between GEngine->SetMaxFPS and UGameUserSettings::SetFrameRateLimitCVar that caused log spam by preserving the 'last set' reason when changing the value

InterpToMovementComponent improvements:

Fix velocity not zeroed when interpolation stops.

Various fixes when calculating velocity and time when sub-stepping is enabled.

Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).

Made UPrimitiveComponent::GetCenterOfMass and UPrimitiveComponent::GetCollisionProfileName pure.

Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size. Fixes possible regression from CL 3359561 that removed the Reset(...) entirely for performance reasons.

Fixed a crash when loading a Blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level

Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (allows functions like Unload Streaming Level to work correctly when passed a full package name from an instanced streaming level)

Fixed the USpringArmComponent location lagging behind after a world origin shift when using interpolation

Fixed crashes caused by undo/redo of user defined struct changes

UGameEngine now performs its shutdown before shutting down UEngine

Prevent various asserts when USplineComponent methods are called on a spline with no points

Fix memory corruption when player controllers were disconnected from pawns in certain networked situations

Localization

The culture/language/locale console commands are now available in all build configs

Updated localized asset group caching so that it works in non-cooked builds

Exposed some missing Internationalization functions to Blueprints.

You can now get and set the current language/locale/culture for your game (including saving the setting to the users config file) via Blueprints.

The package localization ID is no longer used at all at runtime, and is now truly editor-only

Added code to sanitize some known strings before passing them to ICU

No longer attempt to use the game culture override in the editor

Fixed potential underflow when using negative digit ranges with FastDecimalFormat

Fixed not being able to set pure whitespace values on FText properties

Fixed FNumberFormattingOptions::MaximumIntegralDigits incorrectly including group separators in its count

Some improvements to avoid loading the native .locres files twice when we don't need to

The CamelCase break iterator now treats digits around character tokens as part of the identifier

Fixed a regression where we would incorrectly gather text from nested UMG widgets

Building lighting no longer causes a world to lose its package localization ID

Networking

Perf counter module gets more logging to improve error reporting

Fixed a memory leak in the network driver.

Fixed an issue that could cause rendering artifacts while viewing a paused network replay.

Removed some log spam that could occur if voice chat is enabled but it takes a while for the voice handshake to complete.

Fixed hardcoded controller id in RejoinCheck

ClientTravelToSession controller index was passed into wrong function for retrieving a player controller, making it possible to fail to travel on consoles when controller indices were greater than zero.

Fixed a crash that would occur if the "netprofile" command is executed while the Steam Online Subsystem (OSS) is active.

Online

OnlineSubsystemGoogle for Windows. Basic implementation of Google Sign-In for user authentication. Separate from GooglePlay in that it is cross platform and doesn't include any of the Google Game Services.

XMPP now supports a platform user id in the resource - added ParseMucResource to split the data into and - Resources that tried to parse into ParseResource were failing if passed from MUC, making appid,platform,etc blank

iOS

Fixed an issue where you could not install an iOS certificate via the editor or iPhonePackager tool if the certificate required a password

Added support for local notifications which do not provide an alert, but still add a badge to the application icon.

Added a setting to enable o disable the IOS integrated keyboard.

The MetalMRT setting has been removed temporarily as the MRT support on Metal is being reworked.

In preparation for officially dropping support for 32-bit applications and OpenGL on IOS, those options have been removed from the IOS Settings in the editor. They are currently still available in the ini configuration files, but the support will be deprecated in a future release.

Bug Fix: Properly set the iPad Pro resolution based on the MobileContentScaleFactor variable.

Bug Fix: Fixed a problem with the casing of commandline.txt on IOS which would cause it to not be read properly. (modified from kosz78 change)

Bug Fix: Fixed a problem with mobile provision detection in IPhonePackager. It now properly reads and uses mobile provision files not managed by Xcode, but with the UUID of the provision in the filename.

Linux

UBT will use all cores during a native Linux build on machines with at least 16GB RAM.

Native builds on Linux are now faster due to parallelized relinking instead of a single FixDeps step.

Added pretty printers for gdb so Unreal types can be accessed more easily during debugging.

Added OpenEXR libs for Linux.

Gracefully exit with a message box instead of crashing on poor hw/drivers.

Solved a problem with Mac FMallocTBB::Malloc() returning nullptr for 0 bytes allocations, which is inconsistent with other platforms. On Mac we always scalable_aligned_malloc, which behaves differently than scalable_malloc, so for 0 bytes requests we allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case.

Fixed in-game console copy/paste shortcuts on Mac

Fixed a crash in Metal when drawing with ParticleSimulationShader in simplified forward shading mode

Fixed a crash caused by using TSharedPtr/Ref of the same window on main and game threads simultaneously.

Fixes a crash at exit on Mac in TMetalBaseShader destructor

Fixed crashes caused by data races in FCoreAudioSoundSource

Fixed crash at startup on Mac caused by an attempt to use a NULL uniform buffer.

Fixed audio streaming on Mac

Fixed double-printing of log entries for console apps (eg. cooking).

Fixed main menu bar closing when clicking on submenus.

Fixed a problem with the green titlebar button changing functionality from toggle fullscreen to zoom after switching from fullscreen to windowed mode.

Fixed a bug with the windows async IO stuff related to an unsafe pointer cast to LPDWORD from int64*.

Use the proper controller index redirect on Windows controllers

Fixed a problem on Windows where the cursor would get locked to a part of the screen after switching from fullscreen to windowed while the cursor is unlocked.

Fix for incorrect mouse position in fullscreen mode when Windows task bar is placed on the top or on the left of the monitor.

Programming

Added support for running PVS-Studio through UnrealBuildTool. To use, pass -StaticAnalyzer=PVSStudio to the build command line (similarly, the Visual C++ analyzer can now be invoked using -StaticAnalyzer=VisualCpp). A log file will be written to the Engine/Saved/PVS-Studio or /Saved/PVS-Studio directory containing diagnostics, which can be opened using the "unparsed output" filter in the PVS-Studio standalone application. High priority warnings are printed to stdout.

Visual Studio 2015 Update 3 is now required to compile UE4 on Windows.

Added FRWMutex and FRWScopeLock.Use RWLocks instead of a mutex for PSO async creation

UnrealHeaderTool now excludes headers in folders named after platforms other than the active target platform.

UnrealBuildTool now defines UE_4_X_OR_LATER macros for every UE4 version greater or equal to 4.17 when compiling .build.cs files (eg. UE_4_17_OR_LATER, etc...).

BuildGraph: Compile tasks can be forced to run without using ParallelExecutor by setting the AllowParallelExecutor attribute to "false".

Compiler warnings for classes with virtual functions but no virtual destructor are now enabled by default.

Documentation files can now be excluded from generated project files by specifying false in the XML configuration file.

Added option to BuildCookRun to generate a map file when compiling (-mapfile).

Added a setting to allow modules to opt-out of having all public header folders added as public include paths for dependent modules. Set bAddDefaultIncludePaths = false to enable.

Added an AutomationTool script for syncing DDC stores from one location to another, filtering by modified timestamps and only copying deltas, and also ensuring the size of the combined cache does not exceed a specifed limit. Run AutomationTool with the arguments "SyncDDC -Help" for more information.

Plugins can now specify explicit dependencies on other plugins, using the same syntax for enabling and disabling plugins in the .uproject file. The plugin browser reflects these dependencies, and will not allow you to disable a plugin without disabling other plugins that depend on it.

Modules with RTTI enabled now correctly generate a separate precompiled header to modules with it disabled.

The /permissive- option is now enabled by default for Visual Studio 2017, for stricter C++ standards complicance. The /Zc:strictStrings option is disabled due to violations in Windows headers; all UE4 violations have been fixed.

UnrealVS: Fixed massive slowdown on startup caused by searching the directory tree under the solution for .uproject files (including intermediate folders, etc...). Now reads .uprojectdirs files and only checks the listed directories within. Measured it taking > 30s to run before, now takes < 0.1s.

BuildGraph: Add a parameter to the task which allows forcing XGE to be disabled for a compile (AllowXGE="false")

Added IsPlayingReplay() function to UWorld

Added support for the -ini command line config override to C# tools to match the support in C++ tools.

Scene captures and player camera rendering now have a mode to only execute post processing passes, useful for compositing capabilities, and still reuse in-engine provided implementation such as Bloom, or tone-mapping.

Added a feature that lets scene render components specify a view owner. Useful so that a component's bOnlyOwnerSee field can be used for scene renders.

Implements LensDistortion engine plugin. This CL import a polished version of The Human Race's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py)

Always store the Metal shader text for Mac, but not iOS, to make the shader compiler errors more debuggable. The shader text is stored in a compressed format and only decompressed when required for error reporting.

Added low impact reporting of rendering-debug groups within Metal so that we get some information about what the GPU was processing when it fails. This is enabled by default to aid the debugging of crashes reported in Metal.

Extend support for generating native Metal shader libraries to Windows Editor using a remote Mac for shader compilation.

Fixed StreamingDistanceMultiplier not being applied to SkinnedMeshComponents

Use the right DLL functions when compiling D3D11 shaders for reflection and compilation; also fixes using the correct fxc.exe path to match the D3D compiler DLL we distribute.

Z Fighting fix for depth-equal rendering with a full prepass - don't merge verts with an epsilon when creating depth-only indexbuffers

Fixed a bug where UCanvas::K2_DrawMaterial did not respect the currently active canvas draw color

Replace the previous fallback implementation of reversebits for Metal to avoid an Nvidia Metal compiler bug.

Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving Blueprints arround.

Fixed: Scene capture component was applying only default ShowFlags in game

Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world.

Compile Metal shaders to use the native Vector*Matrix intrinsic to prevent inconsistencies between the depth pre-pass and base-pass caused by the Metal compiler reordering instructions differently between shaders.

Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject Fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget

Added a workaround for a rare editor crash updating parameters for an outdated shader map.

Stability fixes for Vulkan

Prevented a crash in UStaticMeshComponent::GetMaterialSlotNames when called on a component with no StaticMesh set

Prevented a crash in USkinnedMeshComponent::GetMaterialIndex or USkinnedMeshComponent::GetMaterialSlotNames when called on a component with no SkeletalMesh set

Prevented a crash in UParticleSystemComponent::GetNamedMaterial or UParticleSystemComponent::GetNamedMaterialIndex when called on a component with no template set

Fixed a bug in RHITransitionResources which would cause a crash when more than 16 UAVs are passed.

New command allocates an array of UAV pointers inline in the command list, so any number is supported.

Temporarily disable GPU morph targets on Mac because they require implicit Buffer<> format conversion which isn't available in Metal.

Fixed a crash when enabling debug visualisation on Metal caused by an incorrect colour output format in one of the shaders.

Disable Fast Fourier Transform Bloom for Metal v1.0 & 1.1 as the shaders don't compile correctly on Mac OS X 10.11.6. When used there is an error reported in the Output Log that instructs users to explicitly opt-in to Metal v1.2 in the project-settings to support this feature, which raises the minimum supported version of macOS to 10.12.5.

Workaround a bug in the Intel GPU shader compiler for macOS 10.12.6 by using a static helper function to access vector components by array index.

Fixed several cases where a scissor rect could be incorrectly left set across general rendering and Slate.

Fixed a rare crash when compiling shadowing default materials.

Fixed a threading crash when closing a viewport using debug drawing.

Fixed a crash in quadric reduction caused by bad tangents in source mesh.

Fixed incorrect fast-ram texture setup for LPV textures.

Fixed up a crash when running a cooked build without cooked shaders.

FX

Fixed a rare crash bug in GPU particles. Particle emitter resources were being deleted before being used by the simulation.

Improved contact shadows.Fixed some issues hampering it from being very usable. If you've tried using this before and had issues I recommend trying again.

Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut. The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16 Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX

Add the LightComponent property bForceCachedShadowsForMovablePrimitives. This allows us to enable shadows for selected lights for movable objects when r.shadow.cachedshadowscastfrommovableprimitives is 0.

Fixed particle lights in forward shading, they were not setting the lighting channel mask properly

Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0.

If you had a reroute node between a Material Function texture input and its usage, the parent material would fail to resolve the reroute node.

float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break.

Fix a crash when UMaterialInstanceDynamic::CopyParameterOverrides is passed a nullptr

Fixed an issue where textures would have low resolutions after a memory usage spike.

Mobile Rendering

Android applications built with OpenGL ES3.1 or Vulkan will now use native sRGB sampling instead of emulating it. You can expect better perceptual color resolution for textures on devices.

Translucent objects marked as "Mobile Separate Translucency" will be rendered separately after Bloom and Depth Of Field. This option can be found in Translucency section of Material Editor.

Fixed color fringing offsets when using a sub-rectangle of render target.Changed mobile color fringing to be a closer match to the desktop renderer.

Fixed: Galaxy S8 Mali device detects as Android_Mid device profile

Fixed: Redundant render target clears in mobile rendering

Fixed: DOF rendering artifacts on Redmi Note 3

Optimizations

Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster.

Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE.

Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once.

Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque). Removed r.OcclusionQueryLocation.

Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes

Added the possibility to downsample standard translucency for improved performances.

Optimized texture loading by multithreading the DDC loading.

Improvements for Skin Cache, performance and memory optimizations

Post Processing

Implements Composure plugin to make compositing in UE4 easier.

Change labels on bloom boost from x,y,z to min, max, mult. This applies to the convolution bloom option. A PropertyRedirect in BaseEngine.ini allows this to work with older version.

Exposes r.PostProcessing.PropagateAlpha to the renderer settings.

Fixed pixel inspector values for scene color being clamped to 1.

Fixed a bug with the compute version of the SSAO pass that could cause some AO artifacts with non-standard viewport sizes. Most people won't have seen these problem since the pixel shader (not the compute) version is the default code path.

UI

Fixed some crashes/artifacts with bidirectional text It was possible for a line to compute an incorrect range, which could cause crashes or other highlighting issues. The highlighting logic has also been updated as the old code didn't handle all bidirectional cases correctly.

Added preset Unicode block range selection to the font editor UI

UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.

UMG - Added a button to the Widget Designer to summon the Slate Widget Reflector.

UMG - Adding an option in the widget designer to control respecting the locked mode.